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NEW BIDS AND DON'TS 



"SMALL TALKS ON CARD GAMES" 
"HOW TO BECOME A GOOD CARD PLAYER" 
"SIMPLE MENUS FOR INFORMAL AFFAIRS" 
"EVENING SUPPERS" 
ETC.. ETC. 



WOMAN'S EXCHANGE BUILMNQ- 
23-27 ADAMS AVE. EAST 
KOOM 3 
OKTROIT, MICHIGAN 



of 



AUCTION BRIDGE 




VIRGINIA M: MEYER 



Author of 



COPYRIGHTED BY 
VIRGINIA M. MEYEK 
1916 




.JllN 29 I9!6 

©C1,A431678 



Note. This Booklet is not intended for the 
beginner and the expert will not need it, but it is 
just the one for the average player who wants to 
improve. 

It is clear and concise and— there is not too 
much of it. Learn well and heed the little there is. 

Space will permit only the laws that are neces- 
sary for bidding and scoring. 

It does not claim to be a book of analysis, only 
terse references that can be easily found and if you 
look for them often enough they will soon be re- 
membered, and the result will be gratifying to 
your partner as well as yourself. Accept the 
statements made as a fact whether or no you 
understand the reason and soon it will be made 
clear to you. 



Score 

Each trick above six counts: 

Clubs 6; diamonds 7; hearts 8; spades 
9; no trump 10. 

No Trump Honors 

3 aces 30. , 

4 aces 40. 

4 aces, 1 hand, 100, 

Declared Trump Honori. 

3 honors — twice a trick. 

4 honors — 4 times a trick. 

5 honors — 5 times a trick. 

4 honors, 1 hand— 8 times a trick. 

5 honors, 4 in 1 hand — 9 times a trick. 

5 honors, all in 1 hand — 10 times a trick. 

Rubber— 250 Grand Slam, 100 Little 
Slam, 50. 



Penalties 



48a. When the declarer fails to win as 
many tricks as he declares, neither he 
nor his adversaries score anything 
toward the game, but his adversaries 
score in their honor column 50 points for 
each undertrick (i. e., each trick short of 
the number declared). If the declaration 
be doubled, the adversaries score 100 
points; if redoubled, 200 points for each 
undertrick. 

56. When a player whose declaration 
has been doubled wins the declared num- 
ber of tricks, he scores a bonus of 50 
points in his honor score, and a further 
50 points for each additional trick. When 
he or his partner has redoubled, he 
scores 100 points for making the con- 
tract and an additional 100 for each extra 
trick. 

Taken from the Whist Laws 1915 

14. In cutting the ace is the lowest 
card; between cards of otherwise equal 
value the spade is the lowest, the heart 
next, the diamond next, and the club the 
highest. 

44. W^hen all four players pass their 
first opportunity to declare, the deal 
passes to the next player. 

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45. To overcall a declaration, a player 
must bid, either 

(a) An equal number of tricks of a 

more valuable declaration or 

(b) A greater number of tricks. 

47. The player who makes the final 
declaration* must play the combined 
hands, his partner becoming dummy, un- 
less the suit or no trump finally declared 
was bid by the partner before it was 
called by the final declarer, in which case 
the partner, no matter what bids have 
intervened, must play the combined 
hands. 

49. If a player make a declaration 
(other than passing) out of turn, either 
adversary may demand a new deal, may 
treat such declaration as void, or may 
allow such declaration to stand. 

50. If a player make an insufficient 
declaration, either adversary may demand 
that it be made sufficient in the declara- 
tion named, in which case the partner of 
the declarer may not further declare un^ 
less an adversary subsequently bid or 
double. 

51. At any time during the declaration, 
a question asked by a player concerning 
any previous bid must be answered, but, 
after the final declaration has been ac- 

*A declaration becomes final when it has been 
passed by three players. 

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cepted, if an adversary of the declarer 
inform his partner regarding any previous 
declaration, the declarer may call a lead 
from the adversary whose next turn it is 
to lead. If the dummy give such infor- 
mation to the declarer, either adversary 
of the declarer may call a lead when it is 
the next turn of the declarer to lead from 
either hand. A player, however, at any 
time may ask what declaration is being 
played and the question must be 
answered. 

52. A pass or double once made may 
not be altered. 

No declaration may be altered after the 
next player acts. 

Before action by the next player a no 
trump or suit declaration may be changed 

(a) To correct the amount of an in- 

sufficient bid. 

(b) To correct the denomination but 

not the size of a bid in which, 
due to a lapsus linguae, a suit 
or no trump has been called 
which the declarer did not in- 
tend to name. 
No other alteration may be made. 
55. Doubling or redoubling reopens the 
bidding. When a declaration has been 
doubled or redoubled, any one of the 
three succeeding players, including the 
player whose declaration has been dou- 

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bled, may, in his proper turn, make a 
further declaration of higher value. 

84, (a) When the declarer revokes, he 
cannot score for tricks and his adver- 
saries add 100 points to their score in the 
honor column, in addition to any penalty 
which he may have incurred for not mak- 
ing good his declaration. 

(b) When either of the adversaries re- 
vokes, the declarer may either add 100 
points to his score in the honor column 
or take three tricks from his opponents 
and add them to his own.* Such tricks 
may assist the declarer to make good his 
declaration, but shall not entitle him to 
score any bonus in the honor column in 
case the declaration has been doubled or 
redoubled, nor to slam or little slam not 
otherwise obtained.! 

(c) W^hen, during the play of a deal, 
more than one revoke is made by the 
same side, the penalty for each revoke 
after the first is 100 points. 



*The dummy may advise the declarer which 
penalty to exact nor to a slara or little slam not 
otherwise obtained. 

tThe value of the three tricks, doubled or re- 
doubled, as the case may be, is counted in the 
trick score. 



7 



Bidding 



Too much could not be said about the 
bidding. Sound ones mean good results. 
Erratic ones mean disaster and unpleas- 
ant feelings. Partners who play an even 
average game, giving and receiving in- 
formation correctly, will have much bet- 
ter scores than the more brilliant players 
who are reckless in their bidding. 

It is the aim of this booklet to make 
the system of bidding the principal 
thing to be learned and the rest will take 
care of itself. 

Clubs and diamonds are known as — 
minor bids and suits. Hearts and spades 
— major bids and suits. No trump — major 
bid. 

Always aim for the major bids as it 
takes fewer tricks to win the game. Minor 
bids have their uses (as will be shown 
later) and it is also possible to win a 
game v/ith them. 

There are different kinds of bids. Bus- 
iness or high bids mean a game hand 
with a trick or two from partner. 

Informatory bids — giving information 
in different ways of which a good part- 
ner will make use. 

Free bids — any bid that is made from 
choice. 

8 



Forced bids — bids that have to be made 
in order to bid at all. 

Secondary bids — do not show the same 
strength that first bids show. 

Directive bids — made to direct a lead 
from partner, 

Th^ Dealer 

This is the opening bids and should be 
very true. The important cards in Auc- 
tion Bridge are the aces and kings and 
the dealer should not bid unless he has 
his fair share of them, and it is equally 
important that he should bid if he has 
that share. Too much stress could not 
be laid on the fact that the opening bid 
shows aces and kings. 

Pass, if the hand is not worth 3 tricks 
among the aces and kings. 

All bids of 1 show^ the minimum 
strength that is needed for the bid and 
that help is needed from partner. 

Bid 1 no trump with 3 (not very long) 
well protected suits in which there are 3 
or 4 tricks that will help your partner in 
any bid that he may make. 

Bid 2 no trump with 5 or 6 tricks scat- 
tered in all the suits. 

Bid 1 heart or spade holding five or 
more with two honors (1 of which is ace 
or king) and at least 1 sure outside trick. 

9 



Bid 2 hearts or spades with a hand that 
is good for 5 or 6 tricks with trump 
named. High bids should be made when 
reasonably sure of winning them, for it 
cuts out bids from the adversaries. 

Bid a club or diamond holding 2 sure 
tricks in the suit named and a sure trick 
in one other suit. This bid is an invita- 
tion for your partner to name one of the 
major bids in which he can use your 
good cards to advantage. 

Bid 2 clubs or diamonds if the suit is 
established or will be in one round if you 
have a re-entry. 

Second Hand Bidder 

If the dealer passes, second hand may, 
and it conveys no information except 
that the hand is not phenomenally 
strong. The same bids given for the 
dealer hold good for second hand if he 
sees fit to use then. Second hand is 
quite apt to lie low unless he thinks he 
has a game hand v/ith average help from 
his partner. 

Bid 2 of any spit if reasonably sure of 
5 tricks after the dealer has bid 1 no 
trump. 

Bid 1 on a higher suit than the one 
made by the dealer if the hand is good 
for 4 tricks. Bid 2 if the hand is good 

10 



for S or 6 tricks. This will make it ex- 
pensive for the adversaries. 

Two Convantions for Second Hand 
If the dealer bids no trump second 
hand should double if he holds a hand 
in which the suits are evenly divided on 
which he would have bid no trump. There 
must be one or two good honors in each 
suit. 

The object of this double is to show a 
strong hand over a strong hand and is 
an invitation for fourth hand to name his 
longest suit. 

If the dealer names a suit and second 
hand has a no trump except for that suit 
he should double, and if fourth hand has 
one or two tricks in that suit he must bid 
no trump. Failing in this he must name 
his longest suit. 

These conventions should not be used 
except by players who fully understand 
their value. 

Third Hand Bids 

If the dealer and second hand have 
passed, third hand should also pass un- 
less he has a hand on which he is willing 
to take the responsibility, counting on his 
partner for not more than two tricks. 
Remember that in passing the dealer 
denies a good hand. 

If the dealer has bid 1 no trump, sec- 
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ond has bid 2 on some suit, third hand 
should not raise the no trump bid unless 
he has a sure trick or two in the suit 
named. If he has an otherwise strong 
hand he should name his longest suit. 

If the dealer has bid no trump, second 
hand passed, third hand should not fail 
to bid 2 hearts or spades if he has five or 
more, whether they be weak or strong. 
With that many trumps and partner's no 
trump the bid is much safer. With a long 
weak club or diamond suit the warning 
bid should also be made. Unless the no 
trump bidder is very sure of his ground 
he should take the warning and let the 
bid stand. 

This is one of the most important bids 
for third hand and when neglected brings 
only disaster. 

Do not raise your partner*s suit bid 
unless you can give him three sure tricks. 
Count on outside aces and kings for 
tricks. Do not raise on trump strength 
unless they can be used for trumping a 
short suit. Remember your partner has 
trumps and needs assistance in some 
other way. 

If the dealer bids a suit, third hand 
should change the bid if he has abso- 
lutely no assistance, but thinks he can 
make use of his partner^s cards to win his 
own bid. 

12 



When third hand passes after dealer 
has made a bid only two inferences can 
be drawn. The hand will help the bid 
or is hopelessly bad. 

Fourth Hand Bids 

Remember if three hands have passed 
the chances are the cards are rather 
evenly divided. In such case it is better 
to pas sthe deal than to play for only a 
trick or two. 

There may be several avenues open to 
fourth hand as he has had information 
from both partner and opponents. 

If the dealer has bid 1 no trump, sec- 
ond and third have passed, fourth hand 
will bid 2 on any suit of which he has 
five with two honors and an outside 
trick. This is known as the directive bid 
to show his partner which suit to lead in 
case the no trump bid is raised. Partner 
should never raise the bid unless he is 
ready to assume the responsibility of 3 
or 4 sure tricks. 

If second hand has bid 2 in some suit 
over dealer's 1 no trump third bids 2 no 
trump fourth hand should not raise his 
partner's bid unless his hand is very 
strong. To win a bid of three against 
two no trump hands is pretty hard work. 
The bid should be made only in extreme 
cases or to save rubber. 

13 



If the dealer has named a suit second 
hand bid no trump, third has raised his 
partner's bid or named some other suit, 
fourth may raise to 2 no trump feeling 
sure he need not worry about the first 
suit named. 

Fourth hand should never take the 
dealer out of a 1 club or diamond bid 
unless he thinks he has a game hand. 
Again have the thought in mind the main 
thing is to play for or save game. 

Summary of First Bids 

Minor bids are for information, major 
suits are for business — no trump is an in- 
vitation for partner to bid hearts or 
spades if he has five or more, whether 
they be strong or weak. 

Second Rounds 

If your partner has switched from your 
bid do not return to it unless sure of 
your ground. Rather assist his bid if it 
is possible. 

If you have raised your partner's bid 
once do not raise it the second time un- 
less you have more than 3 tricks to give 
him. 

When the bidding has gone to 3 and 4 
be careful not to be left with something 
you do not want. 

1^ 



Never take your opponents out of a 
bid on which they cannot go game unless 
3^ou think you can go game j^ourself. 

Final High Bids 

Very little can be said about them as 
they depend wholly on all that has gone 
before. 

Desperate chances are taken at critical 
times and to save a rubber, but only 
strong players can successfully handle 
these bids. 

Doubling 

The conventional doubles already given 
for second hand are about the only ones 
for doubling a 1 bid. 

Among strong players very little 
doubling is done. It does more harm 
than good and too often wins a rubber 
for opponents. 

It is safer to double your right hand 
opponent than your left, as you play 
after him. 

Free double — done because you want 
to and expect to win. 

Forced double — made against a game 
bid with a possible chance of winning 
and getting a good penalty score. 

Redoubling 
Only two good reasons for doing it: 



(a) sure of v/Inning it; (b) hoping the 
opponents will change the bid and that 
you can double them. 

Always 

Always bid 1 no trump with 3 v/ell pro- 
tected suits unless one is a long suit of 
hearts or spades* 

Always hold the command of your op- 
ponents' suit (at no trump) until the 
third round of it. 

Always take a trick with the lowest 
card of a sequence. 

Always bid 2 spades with 5 or 6 tricks 
in sight as it will cut out other suit bids. 

Always set the bid at the first oppor- 
tunity if there is any danger of losing the 
chance to do it. 

Always clear your partner's suit as 
soon as possible. 

Always play your aces and kings early 
against a declared trump. 

Always force the strong hand to trump 
as it will weaken it. 

Always lead trumps when the declarant 
does not. It is very apt to spoil his plans. 

Always remember that sound bidding 
is the nucleus for good scores. 

Always remember auction is a partner- 
ship game and be as pliant as possible. 

Always play a backward game at no 
trump, 

16 



Don't 



Don*t bid with less than 3 tricks. It is 
better to have a possible fourth. 

Don't raise your partner's bid with less 
than 3 tricks. 

Don't raise partner's bid on trump 
strength alone. 

Don't double your opponents into 
game. 

Don't fail to lead your partner's suit at 
no trump if he has bid. 

Don't fail to lead your own longest suit 
at no trump if your partner has not bid. 

Don't take the dealer out of a 1 club 
or diamond if you are fourth hand and 
no one has bid in between. 

Don't bid no trump if you have a sure 
heart or spade bid. 

Don't leave your partner with 1 club 
or diamond if you can help it. Try to 
put his cards to some better use. 

Don't change your partner's major suit 
bid if your hand will at all assist him to 
win the game. 

Don't forget that passing gives as val- 
uable information as bidding. 

Don't forget the important cards in 
bidding are the aces and kings. 



17 



Never 

Never raise your partner's bid with 
less than 3 tricks. He counts on you for 
2 tricks. 

Never deceive your partner by false 
carding. 

Never make an initial bid without aces 
and kings. 

Never double unless you have more than 
half the tricks it will take to set the bid. 

Never make a bid that you do not 
know why you are making it. Mere con- 
versation is not intended for auction 
bridge. 

Never make a bid just to push your 
opponent. Unless you have something 
with which to push it may prove expen- 
sive. 

Never bid if there is danger of your 
being left with something you do not 
want. 

Never forget quick rubbers mean good 
bidding, and that is good auction. 

Never forget high scores mean poor 
bidding is being done. The best playing 
cannot overcome that. 

Never let the weak hand make a trump. 

Never let one hand trump and the 
other discard. 

Never keep the flag flying at the ex- 
pense of a high penalty score. 

18 



Jingles 



When the dummy's on your right, 

Lead to the weakest suit in sight. 
Because — your partner may be able to 
win the trick very cheaply. 

When the dummy's on your left 
His strong suit you'll attack, 

And if your partner wins the trick 
He must not lead it back. 
Because — he would be leading up to 
strength. 

Lead from the weak hand to the strong, 
Let the short hand help the long. 
Because — the lead must be left in the 
hand with the longest suit, therefore let 
the short hand win all the tricks it can 
before throwing the lead. 
Cover an honor with an honor 

If you play second hand, 
This you must not fail to do 

E'en though you do not understand. 
Because — it may win the trick, or it will 
take two honors for one and it may 
strengthen your partner's hand. In any 
case do it 

This booklet makes its little plea 
To Auction players far and wide, 

To learn the system it approves 
And by its rules abide. 
Because — they have been tried and tested 

19 



by the experts on whose judgment you 
may rely. 

Auction is a game of information, 

It has its duties, too, 
It helps to train your memory 
And reasoning you must do. 
Because — to make an acceptable partner 
one must reason well and be able to re- 
member all that has gone before. 

FINIS 

The things that may seem a repetition 
are the ones needed the very most. They 
have been intentional, therefore no apol- 
ogy can be made. 



Suggestions to Card Players. 

Auction Bridge Lessons by mail. 
Directions and score cards for duplicate 
auction. 

All questions sent with a stamped en- 
velope will be carefully and promptly an- 
swered. 

Permanent address, 
VIRGINIA M. MEYER, 
Room 3, Woman's Exchange Building, 
23-27 Adams Ave., East, 
Detroit, Michigan. 



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